Fire Emblem General [Archive] - Wizards Community

Post/Author/DateTimePost
Lotus Crane

05-29-07, 02:05 AM
(This was ported from the old boards' archives, which can originally be found here: http://boards1.wizards.com/wotc_archive/index.php/t-723112)

I decided to submit my own version of this fan favorite. For those of you unfamiliar with the Fire Emblem series, the Knight->General class in those games are typically the slowest moving, but most well protected units (at least against physical attacks), with moderately high offense (reflected in this PrC by the giant weapons they're portrayed with in the games). However, the highest damage-dealers in those games are most likely Fighter->Berserker or Myrmidon->Swordmaster, which is why unlike Prime32's version of the General, I decline to give mine Improved or Supreme Power Attack, and also do not have Rage or Frenzy as one of the requirements.

GENERAL
Hit Die: d12.
Requirements
To qualify to become a general, a character must fulfill all the following criteria.
Base Attack Bonus: +7.
Feats: Endurance, Heavy Armor Optimization, Toughness (or at the DM's discretion, a comparable feat such as Azure Toughness, Devil's Flesh, Improved Toughness, Incarnum-Fortified Body, or Psionic Body).
Skills: Craft 5 ranks, Knowledge (tactics and war) 5 ranks.
Special: Must have the Powerful Build feature, the Monkey Grip feat, or some other ability that allows the character to wield an oversized weapon normally.

Class Skills
The general’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (tactics and war) (Int), Profession (Wis), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The General
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Perfect defense 1/day, steadfast
2nd +2 +3 +0 +0 Damage reduction 1/–, improved endurance
3rd +3 +3 +1 +1 Bonus feat
4th +4 +4 +1 +1 Damage reduction 2/–, perfect defense 2/day
5th +5 +4 +1 +1 Enchained weapon
6th +6 +5 +2 +2 Bonus feat, damage reduction 3/–
7th +7 +5 +2 +2 Perfect defense 3/day
8th +8 +6 +2 +2 Damage reduction 4/–, Wield Oversized Weapon
9th +9 +6 +3 +3 Bonus feat
10th +10 +7 +3 +3 Damage reduction 5/–, perfect defense 4/day
Class Features
All of the following are class features of the general prestige class.
Weapon and Armor Proficiency: Generals gain no proficiency with any weapon or armor.
Perfect Defense (Ex): A general is less a soldier than a walking fortress. Once per day as an immediate action, he can attain a state of near-invincibility. For a number of rounds equal to his class level, he can apply his armor bonus to his touch AC, and he becomes immune to critical hits, sneak attacks (and similar abilities), ability damage, ability drain, energy drain, death effects, and fear effects. He cannot be dazed, stunned, sickened, nauseated, fatigued, or exhausted while this ability is active. At 4th level and every three levels thereafter, the general gains an additional use of this ability per day.
Steadfast (Ex): A general is too skilled, too stubborn, and quite frankly, usually too heavily armored (and just plain too heavy) to stop. He adds his class level as a bonus on checks and rolls to resist bull rush, disarm, grapple, overrun, sunder, and trip attempts against him.
Damage Reduction (Ex): At 2nd level, a general gains damage reduction 1/–. Subtract 1 from the hit point damage the general takes each time he is dealt damage by a weapon, natural attack, or some other physical cause (such as falling, or being subject to high pressure). This damage reduction increases by 1 every two levels thereafter, to 5/– at 10th level. Damage reduction can reduce damage to 0 but not below 0. The damage reduction granted by this ability stacks with any similar kind of damage reduction, such as that provided by adamantine armor.
Improved Endurance (Ex): Beginning at 2nd level, a general can sleep even in heavy armor without becoming fatigued the next day, and he automatically succeeds on Constitution checks made to avoid nonlethal damage from a forced march. Also, any armor the general wears counts as only one-tenth its normal weight against his carrying capacity. He still suffers from the normal armor check penalties (if any) associated with his armor, and medium and heavy armor still reduce his speed, but it is much more difficult to encumber or immobilize a general with the weight of his own armor, should his Strength score be greatly reduced due to ability damage, drain, or penalty.
Bonus Feats: At 3rd level and every three levels thereafter, a general gains a bonus feat from the following list: Armor Specialization, Combat Expertise, Diehard, Exotic Armor Proficiency, Exotic Shield Proficiency, Greater Heavy Armor Optimization, Greater Tower Shield Defense*, Improved Shield Bash, Improved Tower Shield Defense*, Knockback, Power Attack, Shield Charge, Shield Slam, Shield Specialization, Shield Ward, Steadfast Determination, Toughness (or at the DM's discretion, a comparable feat such as Azure Toughness, Devil's Flesh, Improved Toughness, Incarnum-Fortified Body, or Psionic Body). A general must still meet all prerequisites for a feat, including ability score and base attack minimums.
Enchained Weapon (Ex): At 5th level, a general learns how to make his body, armor, and weapon as one, both metaphorically and literally. By spending an hour to make a DC 15 Craft check, a general can use a length of chain (which he must still obtain normally) to connect a melee weapon to his armor. This increases his reach with the weapon by 5 feet; for example he would threaten spaces and be able to attack enemies 5 to 10 feet away with an enchained greataxe, and he would threaten spaces and be able to attack enemies 10 to 15 feet away (but not adjacent ones) with an enchained ranseur. Also, if the general ever drops or is disarmed of an enchained weapon, recovering it is considered drawing a weapon rather than picking up an item (see page 141 of the Player's Handbook), so he does not provoke attacks of opportunity for doing so, and he can recover it as a free action either as part of a regular move action, or by using the Quick Draw feat if he has it.
An enchained weapon can be disconnected by the general as a full-round action that provokes attacks of opportunity. He, or any opponent, can also try to sunder or break the chain. The chain is treated as a light weapon for the purposes of being targeted for a sunder attempt (see page 158 of the Player's Handbook), even though it has more hit points than most light weapons, and cannot be used to attack by itself, should the weapon it's attached to be destroyed first. To simply pull the chain apart, an opponent who successfully grapples the general can choose to attempt a Break check instead of dealing normal unarmed damage.

Table: Chains
Type Cost Weight Hardness HP Break DC
Normal iron/steel 30 gp 2 lbs 10 5 26
Masterwork iron/steel 100 gp 2 lbs 10 5 28
Mithral 500 gp 1 lb 15 5 30
Adamantine 900 gp 2 lbs 20 6 32
Flails, spiked chains, whips, and any other weapons that already incorporate rope-like, chain-like, or whip-like devices cannot be connected to a general's armor with this ability. Using enchained weapons requires special training that only generals receive, so even if a general connected a melee weapon to an ally's armor, or if someone stole a general's enchained weapon and armor, they wouldn't gain the additional reach, and recovering the weapon would still be considered picking up an item and thus provoke attacks of opportunity.
Wield Oversized Weapon: A general is a giant among men. At 8th level, he gains Wield Oversized Weapon as a bonus feat, even if he does not have the normal prerequisites for it.
Lotus Crane

05-29-07, 02:11 AM
NEW FEATS

IMPROVED TOWER SHIELD DEFENSE [GENERAL]
Prerequisite: Tower Shield Proficiency, base attack bonus +1.
Benefit: When employing a tower shield in combat, you no longer take a penalty on attack rolls. Also, increase the maximum Dexterity bonus of the tower shield by 1 and reduce the armor check penalty by 3.
Normal: Without this feat, a character wielding a tower shield takes a -2 penalty on attack rolls.

GREATER TOWER SHIELD DEFENSE [GENERAL]
Prerequisite: Improved Tower Shield Defense, base attack bonus +5.
Benefit: You are able to make shield bash attacks with a tower shield, though doing so causes you to lose its shield bonus to AC until your next turn unless you have the Improved Shield Bash feat. Also, increase the maximum Dexterity bonus of the tower shield by 1 and reduce the armor check penalty by 4. These effects stack with the benefits of the Improved Tower Shield Defense feat, for a total increase to the maximum Dexterity bonus of 2 and a total lessening of the armor check penalty by 7.
Normal: Without this feat, a character can't use a tower shield to make shield bash attacks.

Designer's Comments
• No, I don't think the General's defense is too good. While Perfect Defense is certainly nice, it's not actually perfect; a General can still be confused, paralyzed, put to sleep (assuming there are sleep effects with no HD cap), and affected by disease, poison, and necromancy effects that cause something other than ability damage, drain, or death. A Dwarven Defender is likely to have better AC than a General, and a General will only have better DR than a Dwarven Defender if he actually invests in adamantine armor instead of the mithral fullplate everyone automatically goes for nowadays.
• No, I don't think the General's offense is too good. I already nipped the most potentially abusable combo in the bud by putting in a "no enchained spike chains" line, not to mention once an opponent figures out what's going on, it's relatively easy to sunder even an adamantine chain. And honestly, gaining access to Wield Oversized Weapon at pre-epic levels is less powerful than a PHB II fighter's Weapon Mastery + Weapon Supremacy combo, or a barbarian with Karmic Strike and/or Robilar's Gambit, even before we take Frenzied Berserker into account.
• For those of you who didn't notice, I did make a slight change during the port of the class from the old boards to the new; I added Devil's Flesh (from the Fiendish Codex II) to the list of potential alternates for Toughness, since it's comparable to Incarnum-Fortified Body and Psionic Body, which are also DM discretionary substitutes.
Aryxbez

05-29-07, 02:18 AM
I have to say, this is pretty interesting, I think it is a good job of the general class. I have played both GBA Fire Emblem games, so I totally know what the general is all about.

I think they shouldn't be required to wield giant weapons though.
Usually the size of their weapons would be the size of a waraxe or Great axe. bastard sword, Longspear probably good examples.
DX2052

05-29-07, 02:31 AM
can you enchain a weapon if your wear Banded mail, I'm asking because it is chainmail reinforced with bands of leather and as such is composed of chain >_>

and BTW they didn't start using chained weapons untill 6, and they don't use them in 9 (and IIRC 10), in the majority of the games they do not have this ability (infact they have it only for 3 games out of 10).
Lotus Crane

05-29-07, 02:35 AM
I think they shouldn't be required to wield giant weapons though.
I'd say that's debatable. As far as flavor is concerned, the generals definately wield the largest weapons in the FE games, more so than even berserkers. Their weapons are often larger than they are, and in a few of the FE games, they actually have to throw their weapons (even when in "melee" range) instead of swinging or thrusting them normally, and simply reel the weapon back afterwards, using their iconic chain attachments.

As for mechanics, well, Monkey Grip is meant to serve as another "worthless" prerequisite, since most experts agree it's inferior to Power Attack (I guess goliaths and half-giants get a break here, since it just makes sense to me that Powerful Build should be considered a valid substitute for Monkey Grip, being that they have comparable but non-stacking benefits). Towards the end of the PrC though, Wield Oversized Weapon effectively subsumes and replaces the benefits of Monkey Grip, so the general won't have to live with a -2 attack penalty forever; just until 8th level.

can you enchain a weapon if your wear Banded mail, I'm asking because it is chainmail reinforced with bands of leather and as such is composed of chain
Yes you can. The only limitation to enchaining a weapon is that you can't do it to weapons "that already incorporate rope-like, chain-like, or whip-like devices" (to prevent enchained spike chain abuse and so forth). You can enchain a legal weapon to any type of armor (even padded armor would technically be allowable, even if it seems ridiculously implausible), though because of the Heavy Armor Optimization prerequisite for the PrC, it would be a mechanical disadvantage for the general to use anything lighter than fullplate (in fact, most generals should consider the exotic heavy armors from Races of Stone).

and BTW they didn't start using chained weapons untill 6, and they don't use them in 9 (and IIRC 10), in the majority of the games they do not have this ability (infact they have it only for 3 games out of 10).
Hmm, interesting. I guess I wasn't aware of that; at least half of the Fire Emblem games I actually got to play (the 2 for GBA and 1 for GC that actually got published in America, plus a few of the Super Famicom games via emulator) featured the enchained weapon aesthetic.

Even if not all the games use it, I feel like it's one of the better and more distinctive (even if outlandish) stylisms of the Fire Emblem series. Oh, and don't even get me started on how much of a disappointment the battle graphics in Path of Radiance were; I'll take hand-picked sprites over generically generated polygons any day of the week. I just hope Dawn of Goddess for the Wii does a better job.
DX2052

05-29-07, 02:34 PM
I'll take hand-picked sprites over generically generated polygons any day of the week. I just hope Dawn of Goddess for the Wii does a better job.

I take you you never used Mist or Elaice/Ilyana? >_> <_< but seriously, I just prefer turning the animations off in all the games, they are too slow regardless.

anyways, what about the ability to store your shield on your breast plate that 6, 7, 8 and 10's armour knights have?
Lotus Crane

05-29-07, 03:26 PM
anyways, what about the ability to store your shield on your breast plate that 6, 7, 8 and 10's armour knights have?
Hmm I don't quite remember that; maybe it didn't catch my attention before, at least not as much as the enchained weapons? Mind giving me the full title for those games so I can go back and check them?
DX2052

05-29-07, 11:58 PM
Hmm I don't quite remember that; maybe it didn't catch my attention before, at least not as much as the enchained weapons? Mind giving me the full title for those games so I can go back and check them?

Fuuin no Tsurugi/Sword of seals (6) Rekka no Ken/Blazeing sword (AKA Fire Emblem) (7) Seima no Kouseki (AKA The Sacred stones) and Goddess of Dawn (10)

and the reason you might not have noticed it is they only have it as Armour knights ("Knight") and not as Generals.
DarkRhystar

12-27-07, 02:17 PM
Wielding a giant weapon (spear/axe) is a hallmark of the General character so wouldn't it make more sense to grant the ability to wield such weapons upon entry into the class versus as a requirement of entry?

The class already requires 3 of the character's 7 feats meaning that every feat a non-Fighter character has will be devoted to it prior to level 7.

Combined with the fact that those feats are very sub-optimal to begin with means that all the levels leading up to the General will be that much more difficult.

Considering that the class gains Wield Oversized Weapon at level 8, it wouldn't be out of line for it to automatically gain Monkey Grip at level 1. And... it's not as if removing it as a requirement and adding it to the class benefits would make this class dippable right?